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SolarT

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SolarTails

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  1. SolarTails
    SolarTails
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    Version 1.5 is now out!
    ----------------------------
    ° Legendary Patch. Support for non-DLC has been dropped. I apologize for anyone who doesn't have any DLC, but I have multiple mods; all of which now have a Skyrim and Special Edition version. With my limited time, I can't fully support the non-DLC edition and keep this updated. The last version for non-DLC will be left up under Old Versions, however.

    ° Added requirements for some containers. Examples include: Dwemer containers require basic knowledge of working with Dwemer type materials. Something you discover in a DLC, that appears no where else, would require you to have been there and seen one before you can build one.

    ° Not all containers are built at the Forge anymore. Some are made as a Tanner's rack, since they're leather or cloth based.

    ° Containers make use of Hearthfire's 'Containers' catagory in the crafting menu. They can be found there, instead of cluttering up the Misc catagory.

    ° Reworked the crafting materials to try and make things more realistic and make better use of the available materials, such as locks, hinges, nails, ect..

    ° Reworked the values of containers, so they're value is slightly higher than that of the combined total of the crafting materials used. This will allow you to craft containers to sell for a small profit

    ° New Menu system when placing the container marker. So when you activate the marker, you get the choice to Place the container, pick it up or just exit the menu. No more accidentally placing the container, or needing to crouch to pick it up!

    ° Update to the options menu, allowing greater control over changing the container's position and angle

    ° Rebuilt the movement system when setting position and angles. Any changes are now instant and the container no longer takes a second to 'fade in'. Which means you can change settings much faster and see your results immediately.

    ° Overhaul of the Havok, Collision and Object Bounds settings eliminate bugs, allow for easier placement, and stop the container markers from flying across the room if you walk into them.

    ° MANY new Container options! More than 10 at the moment of typing this!

    ---==== Extra Extra! Read all about it! ====---
    Solar's Portable Crafting!
    http://skyrim.nexusmods.com/mods/45831/?

    A nice compliment to any house or encampment you might call your home! Place, move and customize Crafting Stations as easily as you do Containers with this mod!
  2. ivanroca
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    A question..., is safe put a container into npc home (npc murdered)?
    1. SolarTails
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      Sort of. While the container won't vanish or lose any items, but an owned cell may transfer ownership of items in a container to the cell's owner. Thus, making the game think you're stealing when removing items from the container.
  3. ivanroca
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    Perfect for movile house and camps, nice work! thank you!
  4. leonardo69tigre
    leonardo69tigre
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    Not sure where I can get the furniture kit to craft my own portable containers. Do I need to make the furniture kit from a Hearthfire home? Or will any ordinary forge do? I can't seem to find craftable furniture kit anywhere...
    1. SolarTails
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      The kits are craftable from a normal Forge. They're all listed under the Misc section. They'll all have Furniture Kit in the name. Example: "Furniture Kit - Safe"
  5. shayferal
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    You need to update your description, it says it doesn't require any DLC; but your plugin requires DLC.
  6. NYKevin
    NYKevin
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    Like it, some suggestions:

    * Right now, placing a container in a cell owned by some faction (e.g. in an inn) results in the container inheriting the cell's ownership. Maybe drop a newcontainer.SetActorOwner(None) into the PlaceObject() function? Alternatively, disallow this entirely ("What are you doing? Do you think this is an IKEA showroom or something?").
    * Provide an option to permanently disable the "what do you want to do" dialog. It can still be activated via sneaking, so I don't see much point to blocking the main activate verb on it.
    1. SolarTails
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      I can look into not flagging a container as owned, or simply not allowing it placed in an owned cell. As for disabling the menu on main activate, you can. In the options tab, you can toggle the menu to always show, or only when sneaking
    2. NYKevin
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      Ah, I should have been clearer.

      I'm basically using the satchel portable container as a temporary container that I put down for a little while, dump some stuff into it, and then pick it up again when I want my stuff back. This is for immersion/roleplaying purposes (e.g. "I'm going to dive to the bottom of the lake, I better not weigh myself down with all the random junk I'm carrying"). The problem is that the menu turns itself back on every time I place the container, which is mildly inconvenient.
  7. kbshowtyme
    kbshowtyme
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    I'm not sure if I miss this, but can I access my safe from anywhere in the game? Say, I'm in a cave and the safe is at home. Can I access my safe through a spell of some sort?
    1. SolarTails
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      No, they're just normal containers. There's already plenty of quality mods out there that give you second inventories or containers you can access from anywhere. This mod is mainly for giving you customizable storage options in your home(s)
  8. Odamanmishca
    Odamanmishca
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    Yor mai nu pooky bear - n i lubs u <3
  9. oxman1
    oxman1
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    the auto sort script recognizes only vanilla items ?
    1. SolarTails
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      Vanilla, DLC and optional plugin for Falskaar
  10. KnightBlade2
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    Edited (answered my own question)
  11. nexus626
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    this looks really cool. will there ever be a craftable container that player can equip similar to bandoliers and functional bags mods?

    i really would like to see a portable container similar to what you already did, but in the shape of a duffel bag or a sack that can be equipped on the left hand or slung across the shoulders or tied to the back of the waist.

    i'm kinda trying to remove everything in my inventory and only carry stuff that i can equip on my character or can fit in my functional satchel bags, belt bags, bandoliers, backpack etc.. (functional bags only allows certain items to be stored on certain bags) so my inventory looks more immersive.

    but i noticed that stuff like animal corpses (hunterborn), heavy armor, large weapons doesn't actually visually "fit" into any of my current equipped bags.

    so i was thinking it would be cool to carry around a large duffel bag or a sack for my larger loot. like extra weapons, armors, camping gear (frostfall), corpses (hunterborn), etc.. while exploring a dungeon and just be able to drop it to a safe place before engaging any hostiles.

    i was thinking a duffel bag functions similarly to functional bags, but you can also equip this to your horses. and your horse can carry a maximum of two duffel bags. while at the same time, it also functions like a portable container that you can place anywhere for safe storage.
    1. SolarTails
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      It's easily doable, as both aspects of what you described already exist on the Nexus. Whether or not anyone else ever combined a portable inventory and equipable backpack/nap sack/duffle bag/ect.., I'm not sure. I usually just use Bag of Holding.

      What stops me is, I'm not a good 3D modeler anymore. In the days of Morrowind, I constantly made custom models, textures, ect.. for my mods (which I never released, lol). But I'm so out of practice, at most, I can modify, but not really make from scratch. That, and I have issues just getting modded models to work right with Skyrim. I have no models of my own to use for this feature.

      If I come across a modder's resource or someone brings one to my attention, I'll definitely add this feature. I like the idea, and could even see myself using it. Currently, I use backpacks from Frostfall, but they just up my carry weight. They're not secondary portable containers
    2. Rumpeshtilski
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      Check this one. Works like a real world backpack. You can put stuff in it, drop it (with stuff in it), pick it up (stuff stays in backpack), acces it when it's dropped.
      http://www.nexusmods.com/skyrim/mods/59698/?